Discontinued until new ideas arise!
Hello,
As we know, in most games and mods more realistic means more difficult, but not in world of RTW2 battles. As much as we wanted to have longer, slow paced battles, AI is simply not able to work with that.
In other words, with slower battles the game is simply much easier, as player has more time for flanking and rear charging. AI is unable to counter those tactics and once gives his units first attack orders, those units are stuck with they until they will rout their target. Once AI units are a bit more free, then they start to flank, circle, target rear charging cav units etc. One of my goals with introducing real flanking mechanics was to make combat more realistic, yet even though I always looked at AI performance in the first place, the result was not good gameplay wise.
So these are the facts:
- BAI is unmodable
- slower battles make things easier
- AI will use his units more properly after first order is finished (targeted unit routs)
- AI does more stuff when frontal combat and overal stats are a bit lower, on new balance I saw AI pulling his units back to counter rear charges, flank and cycle charg with his cav more often etc
So does that mean that this experimental balance is simply makes combat faster like in faster battles submods? Yes and no.
Yes, killrates in frontal combat are faster and ranged units deal more damage too (so AI missile units are a threat, but not OP) and units will not fight to the last man (increased morale penalties for higher losses). Overal combat time is similar, battles still take around 15 minutes. Although basic balance is good for early and custom battles, it pretty much goes to the trash can once units start to get exp and upgrades. In my 340 turn Roman campaign, after early battles, first difficult battle for me was around 300 turn when I used this experimental pack. The battle was won, but my AoR units simply died and routed to fast until I was able to deliver 20 rear charges with aux cataphracts One of the most basic strategies used by players is long line without much reserves in the back, since all units were soo tanky that they could hold 3-4 AI units in front of them. On this experimental pack this is simply impossible as those 3-4 AI units, if they have similar quality, will always break through single unit in the centre and they they will start to encircle rest of the army.
I could go on an on, but lets cut this short to the point, what experimental battles change??
List:
- units HP cut to around 25-35
- shield defence lowered a lot, but armour bonus is the same
- cavalry takes a bit more losses during pullback phase
- missile units are more deadly frontally (altough their damage was lowered)
- frontal combat is much shorter
- morale penalties increased for larger casualties
- average full stack battle time around 15 minutes
- flanking is still dealing more kills then frontal combat
- unit speed is the same, although light cav was slowed down a bit (still muuch faster then heavies)
- even late game battles are more difficult
-better BAI spotting = better tactics used by AI
It is not going to be merged into main mod, at least not soon, but I would like to hear a feedback from you guys. Maybe we can get something even better.
Changelog 14.07.2015:
-fixed Dii unit cost
-hopefully fixed tower damage
-proper number of men in native hoplites unit
-numidian legionaries cap taken out
-elephants a bit more agile
-some ammo fixed here and there
Changelog 05.07.2015:
-new experimental version, please test and give me the heads up, basically:
*increased missile effectiveness and decreased missiel ammo by 25%, should help AI and with overal missile usefulness
*Aspis Companion changed into elite shirmisher cav
*more dynamic morale system, might decrease battle time, but also makes them harder as units can rout faster, on the other hand prevents those nasty 1 squads of hoplites still fighting entire army while surrounded. Hammer and anvil a bit harder due to that. To make up a bit for it, infantry gets less morale penalties for fighting cav
*Increased chance to knockdown a soldier if damage was dealt in melee
*Decreased time needed to get up for knocked down units
Changelog 11.07.2015:
-fixed charge values for new infantry and cav units
-fixed attack values of new cavalry units
-slightly decreased morale penalties for new experimental pack
Changelog - 10.07.2015:
-new units should be more in line with rest
Download:
New experimental version:
http://www.mediafire.com/download/ta...Stats105m.pack
Basic version:
http://www.mediafire.com/download/if...aStats105.pack
Old version:
http://www.mediafire.com/download/4h...%40aStats.pack
Previous version:
Spoiler Alert, click show to read:
Previous packs:
Spoiler Alert, click show to read:
Simply put pack into data folder, it will load before DeI, make sure to tick it in mod manager.
Special thanks to:
MagicCuboid
Krixux
Butan
For coming up, tweaking and testing new spotting mechanics!